











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Rogue |
Level / Exp | 33 / 83% |
Size | small |
Lifes / Deaths | Killed by corrupted white ooze at level 20 on the 16th Dusk 122nd year of Ascendancy at 10:21 / 2Killed by Eilinoth the corrupted dendritic hemospinner at level 33 on the 2nd Haze 122nd year of Ascendancy at 08:00 |
Primary Stats
Strength | 28 (base 13) |
Dexterity | 75 (base 52) |
Constitution | 27 (base 10) |
Magic | 40 (base 26) |
Willpower | 32 (base 10) |
Cunning | 97 (base 60) |
Resources
Life | -175/758 |
Stamina | 149/272 |
Healing Factor | 1.1386945338483 |
Regeneration | 0.28467363346206 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 10 |
See Stealth | 49.108964337246 |
See Invisible | 49.108964337246 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 22 |
Accuracy | 64 |
Crit Chance | 43% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 25 |
Accuracy | 51 |
Crit Chance | 47% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +26% |
Nature | +88% |
Arcane | +11% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Nature | +35% |
Temporal | +10% |
Acid | +25% |
Arcane | +10% |
Cold | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 28 (68.594633868923%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 31 |
Mental Save | 36 |
Defense: Resistances
Nature | + 70%( 70%) |
Acid | + 39%( 70%) |
Light | + 20%( 70%) |
Cold | + 25%( 70%) |
Darkness | + 28%( 70%) |
Arcane | + 21%( 70%) |
Fire | + 25%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 33% |
Instadeath Resistance | 100% |
Confusion Resistance | 27% |
Stun Resistance | 20% |
Disarm Resistance | 25% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 608 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 428 damage for 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 734% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Stealth | 1.50 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.80 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Lethality | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Salysewen the green worm mass. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by grave wight. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 284. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +10% temporal Melee Ret 2 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Fatigue +3% Silence- +33% Confus- +27% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.40 Max.stam +21.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T1 arrow ammo [Rare] Psionic Power 16.5 - 23.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +2.0% Capacity 18 Phasing +20% Ranged+ +8 lightning +12 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 181 physical damage While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +2 Str +4 Dex +2 Con dps ---------- Apr +6 Melee Ret 6 physical ----- def ----- Armour +4 Phys.save +12 (+4 eff.) Die.at -60.00 life ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +15% nature +5% darkness +10% arcane Melee Ret 2 darkness On Hit (Melee): * 20% chance to slow global speed by 55% * 10% chance to reduce damage dealt by 23% ----- def ----- Defense +1 (+0 eff.) Resists +16% nature A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +1 Str +3 Dex +9 Mag +5 Wil +2 Con dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 6 arcane Dmg.mod +11% arcane ----- def ----- Armour +2 Fatigue +3% Resists +7% arcane +6% light Phys.save +16 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +25% ---------- misc Stam/turn +1.00 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +15 arcane +12 physical On Crit.r2 +8 arcane On Hit: 10% Juggernaut 1 On Hit: 10% Manathrust 3 Juggernaut: (Instant) Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: Stats +3 Con dps ---------- Phys.crit +6.0% Phys.pwr +20 (+8 eff.) ----- def ----- Defense +10 (+2 eff.) Fire a magical bolt dealing 320 cold damage Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +6 Str +4 Wil +6 Cun dps ---------- Crit.mult +10.00% Dmg.mod +11% acid +9% nature On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +22% acid ---------- misc Infravis +2 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% nature Res.pen +25% acid +15% cold Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Resists +6% acid +12% fire +28% nature +12% cold Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 3.0 T1 waraxe 1H weapon [Ego+] Arcane/Nature Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +4 Dex +5 Mag +5 Wil +3 Cun +4 Con dps ---------- Spell.pwr +5 (+2 eff.) One-handed war axes. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +6 Cun +6 Str dps ---------- Dmg.mod +9% nature Melee Ret 2 nature ----- def ----- Defense +16 (+4 eff.) Resists +12% nature Crit.chn- 10.00% Stealth +10 A belt that goes around your waist. |
In off hand | ![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 239.09 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+5 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -312 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 624 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -419 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 838 life, 20 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 684% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 128 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 158 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 6 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 243 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Str dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +14 Defense +30 (+7 eff.) Mind.save +9 (+4 eff.) Die.at -80.00 life Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +2 Str dps ---------- Dmg.mod +15% acid Res.pen +10% physical Melee Ret 2 acid ----- def ----- Defense +5 (+1 eff.) Resists +12% nature +11% blight Poison- +21% Disease- +22% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) S.pwr/crit +3 Dmg.mod +5% acid +5% fire +4% cold +5% lightning ----- def ----- Resists +10% blight ---------- misc Mana/turn +0.16 Max.mana +20.00 Amulets make your neck look great! It was hardened by the digestive sack. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +11% mind Confus- +21% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +10% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% darkness HP.reg +3.00 Stun/Frz- +28% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% nature +3% fire Apr +3 Melee Ret 8 nature ----- def ----- Resists +3% physical +6% fire HP.reg +4.00 Stun/Frz- +30% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +4 (+1 eff.) Resists +20% darkness Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Str +4 Mag +4 Cun +2 Con dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical Die.at -80.00 life Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Silence- +20% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+5 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 lightning While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +6% blight Res.pen +8% all Acc +14 (+3 eff.) Apr +10 ----- def ----- Resists +12% acid +15% fire +9% light Cut- +20% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 cold On Hit.r1 +4 mind +8 temporal While equipped: Stats +3 Str dps ---------- Dmg.mod +6% temporal +6% physical Acc +14 (+3 eff.) ----- def ----- Defense +6 (+1 eff.) Disarm- +23% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 3.0 T4 longsword 1H weapon Reqs Str 35 [Random Unique] Nature/Master Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 lightning On Crit.r2 +16 lightning +29 cold +21 nature +25 acid While equipped: dps ---------- Mov.spd +44% Dmg.mod +3% nature +6% lightning Res.pen +14% lightning +12% cold +8% nature +18% acid Apr +8 Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Resists +6% nature Sharp, long, and deadly. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +4 Con dps ---------- Spell.crit +12% Spell.pwr +15 (+5 eff.) Dmg.mod +30% acid +24% temporal Res.pen +15% temporal ----- def ----- Resists +5% arcane Phys.save +9 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +15 (+6 eff.) Poison- +20% ---------- misc Light +3 Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Rare] Master Power 42.0 - 58.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 acid While equipped: dps ---------- Mind.crit +6% Crit.mult +20.00% Dmg.mod +24% acid +9% mind Acc +14 (+3 eff.) ----- def ----- Defense +15 (+3 eff.) Resists +18% acid Disarm- +41% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str dps ---------- Apr +1 ----- def ----- Defense +8 (+2 eff.) Resists +1% physical Crit.chn- 10.00% Stealth +7 ---------- misc See.Invis +9 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +3 Con +6 Lck dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +5 (+1 eff.) Resists +9% darkness Stealth +6 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +25% nature ----- def ----- Resists +6% acid +6% nature +15% darkness +3% blight Max.HP +51.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Defense +10 (+2 eff.) Resists +9% acid Crit.chn- 5.00% Stealth +6 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +6 Mag dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.43 Max.mana +26.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +20 (+8 eff.) Dmg.mod +6% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Crit.mult +26.00% Acc +16 (+4 eff.) Apr +14 ----- def ----- Defense +3 (+0 eff.) Stealth +14 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Wil +7 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +1 Fatigue -5% Resists +3% acid Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 Max.stam +10.00 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +5% arcane Melee Ret 2 arcane ----- def ----- Armour +6 Fatigue +3% Mind.save +7 (+3 eff.) Max.HP +46.00 Stun/Frz- +20% ---------- misc Max.vim +10.00 Unarmed combat: Power 31.0 - 43.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +8.0% Atk.spd 83% Melee+ +6 arcane On Crit.r2 +10 arcane On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Mag dps ---------- S.pwr/crit +10 Dmg.mod +30% blight Res.pen +20% arcane ----- def ----- Armour +3 Fatigue +5% HP.reg +4.50 ---------- misc Stam/turn +0.90 Psi/turn +0.40 Max.mana +100.00 Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Str +5 Dex +9 Wil +10 Con ----- def ----- Armour +4 Fatigue +4% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T5 light armor [Ego+] Master While equipped: Stats +8 Str +6 Dex ----- def ----- Armour +8 Defense +26 (+6 eff.) Fatigue +8% Resists +21% cold Phys.save +8 (+3 eff.) A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +10 (+5 eff.) ----- def ----- Resists +4% physical Phys.save +16 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +8 (+4 eff.) Max.HP +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str dps ---------- Apr +7 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 22 cooldown Level 2.6 Pwr.cost 22 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Dex +2 Cun +4 Con dps ---------- Dmg.mod +6% nature Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Resists +11% nature ---------- misc Max.psi +10.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +40.00 Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +25 (+6 eff.) ---------- misc Stam/turn +1.00 Max.stam +10.00 Create a shield absorbing up to 122 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Gislien the Halfling Rogue level 33
76th Dusk 122nd year of Ascendancy at 10:11 see stats
By Gislien the Halfling Rogue level 33
74th Dusk 122nd year of Ascendancy at 10:44 see stats
By Gislien the Halfling Rogue level 31
70th Dusk 122nd year of Ascendancy at 15:50 see stats
By Gislien the Halfling Rogue level 26
40th Dusk 122nd year of Ascendancy at 14:49 see stats
By Gislien the Halfling Rogue level 29
53rd Dusk 122nd year of Ascendancy at 21:50 see stats
By Gislien the Halfling Rogue level 29
54th Dusk 122nd year of Ascendancy at 06:56 see stats
By Gislien the Halfling Rogue level 10
3rd Mirth 122nd year of Ascendancy at 05:31 see stats
By Gislien the Halfling Rogue level 20
14th Dusk 122nd year of Ascendancy at 15:30 see stats
By Gislien the Halfling Rogue level 30
65th Dusk 122nd year of Ascendancy at 22:38 see stats
By Gislien the Halfling Rogue level 22
20th Dusk 122nd year of Ascendancy at 05:40 see stats
By Gislien the Halfling Rogue level 27
50th Dusk 122nd year of Ascendancy at 10:35 see stats
By Gislien the Halfling Rogue level 7
78th Pyre 122nd year of Ascendancy at 09:55 see stats
By Gislien the Halfling Rogue level 19
10th Dusk 122nd year of Ascendancy at 06:15 see stats
By Gislien the Halfling Rogue level 22
20th Dusk 122nd year of Ascendancy at 05:21 see stats
By Gislien the Halfling Rogue level 15
5th Flare 122nd year of Ascendancy at 20:27 see stats
By Gislien the Halfling Rogue level 20
16th Dusk 122nd year of Ascendancy at 10:22 see stats
By Gislien the Halfling Rogue level 32
74th Dusk 122nd year of Ascendancy at 05:12 see stats
Log
Corrupted mastocytic feeder's blight poison area effect hits Ritch flamespitter for 6 blight damage.
Eilinoth the corrupted dendritic hemospinner's Eyal's Wrath hits Gislien for 20 nature damage.
Eilinoth the corrupted dendritic hemospinner uses Pheromones.
Eilinoth the corrupted dendritic hemospinner uses Mind Sear.
Gislien reacts to damage from Eilinoth the corrupted dendritic hemospinner, mitigating the blow!.
Restless Night from Eilinoth the corrupted dendritic hemospinner hits Gislien for 8 mind damage.
Eilinoth the corrupted dendritic hemospinner hits Turtle for 17 mind damage.
Eilinoth the corrupted dendritic hemospinner hits Gislien for (43 reacted , -5 stam), 94 mind (94 total damage).
Turtle uses Taunt.
Eilinoth the corrupted dendritic hemospinner is free from the numbing blight.
Blight Poison from Corrupted mastocytic feeder hits Turtle for 0 blight damage.
Crippling Blight from Corrupted mastocytic feeder hits Turtle for 0 blight damage.
Insidious Blight from Corrupted mastocytic feeder hits Turtle for 0 blight damage.
Restless Night from Eilinoth the corrupted dendritic hemospinner hits Turtle for 8 mind damage.
Eilinoth the corrupted dendritic hemospinner receives 5 healing (9 psi heal).
Ritch flamespitter spits flames!
Gislien reacts to damage from Ritch flamespitter, mitigating the blow!.
Ritch flamespitter hits Gislien for (67 reacted , -5 stam), 144 fire (144 total damage).
Eilinoth the corrupted dendritic hemospinner summons a Spider!
Eilinoth the corrupted dendritic hemospinner shrugs off Corrupted mastocytic feeder's 'Insidious Blight'!
Ritch flamespitter resists Corrupted mastocytic feeder's 'Blight Poison'!
Giant spider is poisoned with blight!
Eilinoth the corrupted dendritic hemospinner converts some damage to Psi!
Corrupted mastocytic feeder's blight poison area effect hits Turtle for 0 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Eilinoth the corrupted dendritic hemospinner for (4 resonance), 1 to psi, 1 blight (3 total damage).
Corrupted mastocytic feeder's blight poison area effect hits Ritch flamespitter for 6 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Giant spider for 28 blight damage.
Corrupted mastocytic feeder's blight poison area effect hits Gislien for 24 blight damage.
Eilinoth the corrupted dendritic hemospinner's Eyal's Wrath hits Gislien for 49 nature damage.
Gislien the level 33 halfling rogue was slimed to death by Eilinoth the corrupted dendritic hemospinner on level 1 of The Godfeaster.